The forge was spending a stone it never showed you
A forge stone of equal or higher rarity has always been valid. The bench only drew an exact match, so if your best stone was above the item's rarity the slot looked empty while the forge happily accepted it, and hitting EXECUTE burned that higher stone without ever naming it. The bench now shows the stone that will actually be spent, and the cost line reads "Epic+" instead of "Epic".
The workshop explains itself
- EXECUTE glows when the operation is ready. There was no way to tell before, in any of the nine modes.
- Slots a recipe does not use are padlocked, the same way the convoy marks a locked door.
- An i button next to the workshop level explains each mode: what it needs, what it costs, and what happens when it fails.
- The ten tutorial popups that fired one per button are gone. The i says more than they did, and only when you ask.
Skills stopped looking like stats
An active skill used to be the same square as an attribute, so people read it as a passive. It is a full width band now, with a border, the skill name and a tag that says whether it is equipped. All eighteen skills finally have a description, in the tree and in the equip list, and the tooltip warns you when a skill is leveled but not equipped, which is the step everyone misses.
The colored strips and bars came off the attribute nodes. They were seven colors saying nothing the counter did not already say.
You can see the game again
- The view shows the street. Widening the window used to reveal the ground under it, up to a quarter of the screen filled with empty floor.
- Gold, stage and wave are visible while you fight. They had been switched off since the old fullscreen HUD was retired.
- The game has its own taskbar icon. It was shipping with the Unity default.
- Rune orbs were almost the same color as the panel behind them.
Starting out
New players open the shelter with just the hero and the backpack, instead of eight sections at once. The handles at the bottom pulse until you use one.
Also
- The forge tells you the rarity and workshop level it needs before you try, not after it refuses.
- Cards say they are for the Offering. Nothing said so.
- Clicking a chest before the server catches up shows a spinner instead of a sentence telling you to sync an item, which was never something you could do.
- An orange dot marks the hero arrows when another hero has skill points waiting.
- Settings has "Replay tutorial" now, and it brings back the panel guides too, not only the first steps.
- The audio panel matches the other menus and is translated. The log panel got the game's frame.
Found something broken? Use Report a problem in Settings. It sends your log with the message, which is what makes these fixable.
